On Chernarus, the economy keeps about 3 on the map and spawns more when fewer than 2 are left, after waiting 1 h. Each one lasts 2 h when nobody touches it. It spawns in Military places, in Tier4.
On Livonia, the economy keeps about 2 on the map and spawns more when none are left, after waiting 1 h. Each one lasts 2 h when nobody touches it. It spawns in Military places. It also comes from dynamic events such as helicopter crashes.
On Sakhal, the economy keeps about 2 on the map and spawns more when none are left, after waiting 3 h. Each one lasts 2 h when nobody touches it. It spawns in Underground places.
types.xml values on each map
| Chernarus | Livonia | Sakhal | |
|---|---|---|---|
| Nominal how many it aims to keep |
3 | 2 | 2 |
| Min spawns more below this |
2 | 1 | 1 |
| Lifetime untouched, before it despawns |
2 h | 2 h | 2 h |
| Restock wait before respawning |
1 h | 1 h | 3 h |
| Quantity how full it spawns |
30–80% | 30–80% | 30–80% |
| Places usage |
Military | Military | Underground |
| Tiers value |
Tier4 | – | – |
| Spot tag |
– | – | – |
| Counts towards nominal |
count_in_map | count_in_map | count_in_map |
| Crafted | no | no | no |
| Event loot deloot |
no | yes | no |
Tier1 is near the coast and Tier4 deep inland. "Counts" lists where copies count towards nominal: count_in_map means copies lying in the world, count_in_cargo in containers, count_in_hoarder in tents, barrels and stashes, count_in_player on players. Every value is explained in DayZ types.xml explained.
What AKM spawns with
From cfgspawnabletypes.xml: each group spawns with its chance, and one of its items is picked.
Chernarus (same on Livonia)
- Spawns with damage between 0.45 and 0.85 (0 is pristine, 1 ruined).
-
Attachments, 25% chance:
AK_PlasticBttstck(1) -
Attachments, 100% chance:
AK_PlasticHndgrd(1) -
Attachments, 50% chance:
KashtanOptic(0.3),PSO11Optic(0.2) -
Attachments, 5% chance:
AK_Suppressor(1) -
Attachments, 10% chance:
Mag_AKM_30Rnd(1)
Sakhal
- Spawns with damage between 0 and 0.3 (0 is pristine, 1 ruined).
-
Attachments, 100% chance:
AK_FoldingBttstck(40),AKS74U_Bttstck(30),AK_PlasticBttstck(20),AK74_WoodBttstck(5),AK_WoodBttstck(5) -
Attachments, 100% chance:
AK_RailHndgrd(50),AK_PlasticHndgrd(30),AK74_Hndgrd(10),AK_WoodHndgrd(10) -
Attachments, 75% chance:
KashtanOptic(0.3),PSO11Optic(0.2) -
Attachments, 55% chance:
AK_Suppressor(1) -
Attachments, 75% chance:
Mag_AKM_30Rnd(0.33),Mag_AKM_Drum75Rnd(0.33),Mag_AKM_Palm30Rnd(0.33)
The vanilla types.xml entry
As in Bohemia's Chernarus file. Paste it into your own types.xml to restore the default, or change it with the free types.xml Editor.
<type name="AKM">
<nominal>3</nominal>
<lifetime>7200</lifetime>
<restock>3600</restock>
<min>2</min>
<quantmin>30</quantmin>
<quantmax>80</quantmax>
<cost>100</cost>
<flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/>
<category name="weapons"/>
<usage name="Military"/>
<value name="Tier4"/>
</type>
Change it on your server
- How much spawns and where: edit AKM in
types.xmlwith the types.xml Editor. - What it spawns with: build a new entry with the cfgspawnabletypes Generator.
- Where the files are: DayZ mission folders. Changes apply after a restart.
Values from Bohemia's public DayZ-Central-Economy files (commit 9a21bb9, 2026-08-13). Servers can change all of them, so a community server may differ.